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1 year ago ::
Jan 30, 2012 - 5:23PM
#1
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Date Joined:
Jan 21, 2012
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One thing I haven't seen too much talk of is the part of the game that encourages " thinking outside the box ". Anyone can roll dice for combat scenarios, and or pick the best spell/power/attack for killing the most monsters, who cares.
How about puzzles, riddles, traps and social encounters that aren't glazed over by a watered down d20 roll that says " ok, you figured out the puzzle" or my favorite " the king of the neighboring country has agreed to see you for a diplomatic chambers meeting. Upon arrival the king acknowledges your presence, your eyes meet for a moment ( enter die roll here, aha! your d20 roll was high enough) the king nods in agreement towards you, you bow and leave the chamber)
In short I think keeping things like secondary skills and non-weapon proficiencies ( or skills if you prefer ) need to remain in the game, but they need to take a more backseat role not to be used as a crutch or the lack of a certain skill should also not be a detriment to a character . It is a game of the imagination, if you can think of it, it stands to reason your character can try it. A player should participate in describing the details of desired action.
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1 year ago ::
Jan 30, 2012 - 5:44PM
#2
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How about puzzles, riddles, traps and social encounters that aren't glazed over by a watered down d20 roll that says " ok, you figured out the puzzle" or my favorite " the king of the neighboring country has agreed to see you for a diplomatic chambers meeting. Upon arrival the king acknowledges your presence, your eyes meet for a moment ( enter die roll here, aha! your d20 roll was high enough) the king nods in agreement towards you, you bow and leave the chamber)
I'd hate to play in that game.
This isn't how people actually use those skills though, so you're busily hating a strawman.
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1 year ago ::
Jan 30, 2012 - 5:51PM
#3
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Date Joined:
Jun 17, 2010
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This isn't how people actually use those skills though, so you're busily hating a strawman.
D&D Next = D&D: Quantum Edition
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1 year ago ::
Jan 30, 2012 - 6:54PM
#4
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Date Joined:
Nov 24, 2009
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How about puzzles, riddles, traps and social encounters that aren't glazed over by a watered down d20 roll that says " ok, you figured out the puzzle" or my favorite " the king of the neighboring country has agreed to see you for a diplomatic chambers meeting. Upon arrival the king acknowledges your presence, your eyes meet for a moment ( enter die roll here, aha! your d20 roll was high enough) the king nods in agreement towards you, you bow and leave the chamber)
I'd hate to play in that game.
This isn't how people actually use those skills though, so you're busily hating a strawman.
Yes i have seen it done that way. Simply to get past the "fluffy roleplaying" to get onto the "killing". The newer versions of the game almost steers players towards that method of play style simply for not giving xp bonuses to roleplaying ...and the abundance of xp is gained through killing monsters. I'm sure the major part of that onus lies squarely on the DM's shoulders ...but i know many a DM that simply reads the "rule book" and just goes through the motions the book says to do and more often in a rudimentry fashion.
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1 year ago ::
Jan 30, 2012 - 6:56PM
#5
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Date Joined:
Jun 17, 2010
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So, because some people ignored the rules that existed, the rules that did exist that many, many other people used weren't important?
D&D Next = D&D: Quantum Edition
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1 year ago ::
Jan 30, 2012 - 7:13PM
#6
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Date Joined:
Sep 22, 2006
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HA HA, TIME FOR Strawmen.
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1 year ago ::
Jan 30, 2012 - 7:39PM
#7
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Date Joined:
May 17, 2009
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The newer versions of the game almost steers players towards that method of play style simply for not giving xp bonuses to roleplaying
This would be funny for being flat wrong, if it weren't so busy being sad for being flat wrong.
Seriously, though, you should check out the PbP Haven. You might also like Real Adventures, IF you're cool. | Knights of W.T.F.- Silver Spur Winner | | 4enclave, a place where 4e fans can talk 4e in peace.
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1 year ago ::
Jan 30, 2012 - 7:49PM
#8
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Date Joined:
Jul 16, 2010
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As a DM I enjoy the fact that the skills are there. Some of my players are excelent role players and for the most part I don't make them role skill checks for things they roleplay well. Last night, they roleplayed so well, they managed to amuse themselves in an inn for an hour and a half. (of real time) SInce they burnt up so much time with thier diolouges and drinking games I gave them the XP value of the combat encounter I cut out. (due to time contraints)
Othe other hand I have some players who are horrible roleplayers. They can't come up with in character diolouge at the drop of the hat. They can't come up with a clever slight of hand to distract a mark. When I am a player and not a DM I can fall into this category on most nights. When they want to make thier character perform something they themselves can't do I turn it into a role of the dice. After all this game is about letting us do something that we couldn't do in this world.
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1 year ago ::
Jan 30, 2012 - 7:58PM
#9
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- Unconventional Mafia Pro
- Dark Lord
Date Joined:
Jun 25, 2001
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The newer versions of the game almost steers players towards that method of play style simply for not giving xp bonuses to roleplaying
By your pluralization, I assume you mean the WotC editions.
DMG, 3.0 Edition, Page 168, under the header "Variant: Story Awards" offers "Challenge Ratings for Noncombat Encounters", "Mission Goals", and "Roleplaying Awards". Furthermore, it recommends eliminating or halving combat awards when using Story Awards. The section takes up most of a two-page spread in the Dungeon Master's Guide, which one would expecte a Dungeon Master to read and follow according to the tenor of intended campaign.
"But it's a variant!" Yeah, and it's also hard. Awarding XP for Roleplaying, interaction, and other noncombat encounters is a variant because it is very hard to balance. That is, you can't assign numbers to the gamut of possible noncombat but experience-worthy events like you can to combat encounters. Each roleplaying event is unique and it's nearly impossible to provide rules for arbitrating them, especially determing what is worthy of what reward. Combat, on the other hand, has numbers behind it, so a table can be generated for that.
If your groups use skills blindly, hide behind dice when presented with a lateral thinking puzzle (and are allowed to do so every time), and neither encourage nor reward Roleplaying, that is a problem with your groups. 3rd supported doing the opposite, and I'm sure someone will come along quickly enough to cite you chapter and verse on where 4th does the same.
"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice." THE COALITION WAR GAME-Phyrexian Praetor Round 1: (4-1-2, 1 kill) Round 2: (16-8-2, 4 kills) Round 3: (18-9-2, 1 kill) Round 4: (22-10-0, 2 kills) Round 5: (56-16-3, 9 kills) Round 6: (8-7-1) [current round] Last Edited by Ralph on blank, 1920
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1 year ago ::
Jan 30, 2012 - 8:09PM
#10
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Date Joined:
May 17, 2009
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4e DMG, page 121: "XP for Non-Combat Encounters" gives brief guidelines for rewarding experience points for skill challenges, puzzles and traps.
4e DMG, page 122: "Quests" is an entire section about rewarding players with experience for reaching in-character goals. The PHB, on page 258, even explains the idea to players and advises them to work with their DMs to come up with their own quests.
4e DMG2, page 25: "You can give player characters experience rewards for time spent in dramatic scenes of interaction, as well as for their triumph over more traditional encounters. Award the characters experience as if they had defeated one monster of their level for every 15 minutes they spend in significant, focused roleplaying that advances the story ofyour campaign."
And I was going to cite the 3.5 ones, but Tevish beat me to it.
Seriously, though, you should check out the PbP Haven. You might also like Real Adventures, IF you're cool. | Knights of W.T.F.- Silver Spur Winner | | 4enclave, a place where 4e fans can talk 4e in peace.
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